System: Varies
Starport Type: Standard class
Traffic: Moderate
Control: Controller
Landing: Beacon
Docking Areas: Docking bays
Docking Fee:
Customs: None
Services: Food, lodging, repair and modifications, forged documents, information
Capsule: Omze's Incredible Traveling Starport is part spacedock, part intergalactic sideshow. Run by an eccentric old Sludir named Omze, the starport is the former bulk cruiser Allanthia fitted with docking bays and starship facilities. The cruiser jumps from system to system, mostly throughout the Outer Rim Territories and the Mid Rim, providing starport services in systems with landing fields or limited service ports. While it only serves small light freighters capable of landing in its docking bays, the starport often accepts shuttles from the planets with visitors taking in the trade and atmosphere offered.
The starport has three main docking bays, each able to hold four light freighters. One bay is dedicated to those starships in need of heavy repairs or modifications, although technicians in the other bays are capable of performing minor maintenance work. Other services provided include Con'varra's Datawork Central, General Quarters, Futor's Network, and the Starboard Broadside Club.
The Incredible Traveling Starport fosters a side-show atmosphere. Free-traders often sell their cargoes to other spacers they meet aboard the starport, loudly hawking their wares and selling cargoes off crate by crate to make a profit. Starport technicians holler out deals on repairs and modifications, depending on what extra starship equipment they happen to have in stock on a particular voyage. Add to the atmosphere a copious mix of aliens from around the galaxy, and one gets perhaps the busiest circus this side of Coruscant.
Omze's Incredible Traveling Starport strays in systems anywhere from a week to a few months, depending on the frequency of business, interest from Imperial forces, and an odd sort of schedule of which Omze rarely speaks. Few, if any, know of future destinations, and Omze is not one to post schedules for which systems he plans on serving next. It is possible that Omze must fulfill certain obligations to his mysterious financiers, or it may be Omze's odd sense of wanderlust which prompts him to pack up his starport and head to a new system. Spacers happen upon the starport when jumping to seemingly remote and uninhabited systems, usually when under pursuit by Imperial or bounty hunting forces.
Capsule: Omze's converted bulk cruiser is a completely refitted Neutron Star-class cruiser with three large docking bays and facilities for starship maintenance and entertaining crews. A team of technicians keeps the craft in top condition, making work on the cruiser a priority over other repair and modification jobs for paying spacers stopping at the starport.
Omze crews his vessel with a variety of well-paid mercenaries whose loyalty extends as far as Omze's seemingly infinite number of credits. The entire crew is composed of aliens. Most of the security officers are Rodians, but the engineers, maintenance, and bridge crews are a colorful mixture of outcast beings from around the galaxy. Most of them are highly skilled in their areas, and are good with a blaster as well.
Much of the crew keeps to itself, unless their job requires them to interact with visiting spacers. The security and mainenance personnel are the most commonly seen crewmembers aboard the ship, while those running the various services offered to the spacers stay put in their places of business. Omze himself rarely ventures from the command area on the bridge or his luxury cabin nearby, both in a section of the ship kept closely guarded and off-limits to visitors.
Type: Sludir Entrepreneur
DEXTERITY 4D+2
Blaster 6D, brawling parry 6D+2, dodge 5D, melee combat 9D, melee parry 8D+1
KNOWLEDGE 2D+1
Alien species 6D+1, bureaucracy 4D, business 8D, intimidation 5D+2, languages 5D, planetary systems 6D+2, streetwise 8D+2, survival 7D, value 5D+1, willpower 7D
MECHANICAL 2D
Astrogation 5D, communications 4D+2, sensors 5D+2
PERCEPTION 3D
Bargain 8D, command 6D+2, con 7D, forgery 5D+1, gambling 6D, persuasion 5D, search 6D+2
STRENGTH 5D
Brawling 7D, lifting 6D, stamina 6D+2
TECHNICAL 2D
Security 5D+2
Special Abilities:
Natural Armor: A Sludir's skin adds +1D against physical attacks
Force Points: 1
Dark Side Points: 2
Character Points: 12
Move: 10
Equipment: Blaster pistol(4D), comlink, datapad, flashy clothes
Capsule: Omze'kehr Kahr, known as the eccentric Omze, is a flamboyant Sludir who runs Omze's Incredible Traveling Starport. He is rarely seen, as he hides on the bridge of his immense bulk cruiser, overseeing starport traffic and operations.
Omze'kehr Kahr was once one of the more famous alien gladiators on Loovria, and rose through the ranks of combatants to finally win his freedom. Through unknown means he amassed a large sum of credits, which he invested in refitting the old bulk cruiser Allanthia into the ship now registered as Omze's Incredible Traveling Starport. Few know how Omze got his money, but some speculate he works for Jabba the Hutt or some other crime boss who uses the traveling starport for other dark purposes.
Omze has a particular dislike for Humans — Sludir are still considered a slave species throughout most of the the galaxy, and Omze still carries a particular hatred of Humans from Loovria, especially the gambling types who used to take pleasure in betting on the gladiator matches there. His dislike for Humans is also fueled by the death of his brother Quintik Kahr, the late slave lord known as Big Quince. Supposedly a Human named Oakie helped kill Quince during an escape attempt from his slave ship. While Omze doesn't deal much with spacers stopping at his starport, he has instructed those working for him to hike prices as much as double for Human spacers passing through.
Omze stays particularly well-dressed for a Sludir, considering few tailors create clothing for the six-legged, fairly large aliens. Besides fancy clothes, he keeps a ring in each of his four nostril lobes and keeps a beard closely trimmed to his long undersnout.
Omze cares little what free-traders carry aboard his cruiser in their cargo holds, and his agents only casually oversee any cargo transactions between visiting spacers. Many illegal goods pass between smugglers in the starport's docking bays, but few goods pass to or from the cruiser's secure hold. Goods are not required to pass through customs, and visiting ships and crews need not pass the stringent identification verification they must undergo at other mainstream starports. Not that Omze doesn't have his command crews check; he just doesn't make a big deal of it. He doesn't care who passes through his docking bays as long as he knows who's aboard his ship.
Despite the lack of customs, Omze's Incredible Traveling Starport does have a very visible security presence in the form of a Rodian mercenary company policing the cruiser's passages and docking bays. The mercenary corps, led by the Rodian Ne'Chak, is present to prevent brawls and other conflicts between spacers, as well as keep visitors from Omze's secure areas — the command center, engineering bays, and secure holds.
Type: Rodian Mercenaries
DEXTERITY 4D
Blaster 6D, brawling parry 4D+2, dodge 5D+2
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 3D+2
Brawling 5D
TECHNICAL 2D
Move: 10
Equipment: Blast vest (+1D physical, +1 energy), comlink, heavy blaster pistol (5D)
The Rodian security guards also collect docking bay fees. They keep an especially open eye out for Human spacers aboard the cruiser. If Omze fosters a dislike of Humans, these Rodians have a blatant hatred for them. They are not above picking fights with particularly suspicious Humans, and they have been known to throw them out of every establishment on board the starport — including the Starboard Broadside Club.
The penalty for breaking any number of tacit rules aboard Omze's Incredible Traveling Starport is immediate expulsion. Offending spacers must leave immediately, regardless of whether their ship is ready or repaired. Most of the rules are common sense — no brawls or blaster fights, no cheating at gambling, no swindling cargo deals, and no crass comments about aliens. Ne'Chak's Rodian security mercenaries have no qualms about blasting first and picking up the pieces later.
Type: Rodian Mercenary Captain
DEXTERITY 4D+1
Blaster 8D+2, brawling parry 5D, dodge 6D+1, grenade 7D, melee combat 7D, melee parry 6D+2, pick pocket 5D+2, thrown weapons 7D
KNOWLEDGE 3D
Alien species 5D, intimidation 7D, languages 5D+2, streetwise
6D+2, survival 5D
MECHANICAL 2D
Communications 3D+2, repulsorlift operation 5D
PERCEPTION 3D+2
Command 6D, con 5D+1, investigation 4D, search 6D+2, sneak 7D
STRENGTH 3D
Brawling 6D, climbing/jumping 4D+1, stamina 5D
TECHNICAL 2D
Demolitions 4D, first aid 4D+2, security 5D
Force Points: 2
Dark Side Points: 3
Character Points: 13
Move: 10
Equipment: Blast vest (+1D physical, +1 energy), headset comlink, heavy blaster pistol (5D), 2 knives (STR+1D), mercenary unit uniform
Capsule: Ne'Chak is the mercenary captain for Omze's Rodian security guards. No-nonsense and stoic, the Rodian leader doesn't tolerate ill-mannered spacers and troublemakers, and is blatantly biased against Humans. In any dispute involving a Human, he always sides against them.
Ne'Chak commands his fellow Rodian security mercenaries with cold precision, and they obey him without question. While he is most often found at Omze's side in the cruiser's command center, he sometimes wanders the ships corridors himself. Ne'Chak always involves himself in any major dispute between visitors — at least any major dispute not violently quelled by his mercenaries.
Just off the cruiser's main companionway is a small lounge(formerly a pilot's lounge) which leads to a warren of passenger cabins. Omze's steward, Brobius, a quiet Bith, rents passenger cabins out to visiting spacers.
While the price is high — 75 credits a night — it's well worth it. The former starship crew quarters have been expanded and renovated into luxury suites, complete with comfortable furniture and in-room dining services. Treasures from around the galaxy adorn cabin walls, large viewports offer incredible views on the world the cruiser is orbiting, and the food and service by Brobius' stewards are the best. Meals taken within private suites often cost 50 credits — but are again worth it. The quality of food is excellent, and the stewards always seem to be serving some new and exotic course every other moment.
Cabins are sound-proofed, so even the continuous humming of the cruiser's engines cannot be heard here. The bed are comfortable and spacious, offering a brief and luxurious (if not expensive) respite from the cramped berths of a spacer's starship.
Of the three landing bays aboard Omze's Incredible Traveling Starport, one is reserved specifically for ships requiring extensive repairs or requesting special modifications. This docking bay is equipped with overhead gantry cranes, heavy lifting equipment and special repair and maintenance machinery. While repairs and maintenance work goes on in the other two bays, this bay is reserved for the most extensive work. Here Omze's mechanics repair heavily damaged ships and add custom modifications — many of which are highly illegal.
The repair bay is also located near a large cargo bay currently used to store a huge inventory of replacement starship parts in prime condition — some have never been used before. The bay stocks everything from hyperdrive motivators to quad laser cannons to brand new (and illegal) sensor systems. While these repairs and modifications are often expensive (and some modifications blatantly illegal), they are done with only the best components and the best workmanship credits can buy. Repair and modification costs here are often 150 to 200 percent the regular cost — however, the work is far more durable than work at most starports, and does not break down or malfunction half as much as other starship work.
Omze keeps several excellent technicians on staff, most of which have extensive experience modifying and repairing light-freighters. Most are outlaw techs recruited from swoop gangs and pirate crews — they are still very professional and efficient in the work they do.
Type: Technician
DEXTERITY 2D
KNOWLEDGE 2D
Business: starships 5D+2
MECHANICAL 2D
PERCEPTION 2D
Bargain 6D
STRENGTH 2D
TECHNICAL 3D+2
Computer programming/repair 4D, security 4D+1, space transports repair 5D+2, starfighter repair 5D, starship weapons repair 4D+2
Move: 10
Equipment: Starship repair tools (+1D to repair rolls), work coveralls
Omze's corps of starship technicians is led by a four-armed Jillsarian named Golben, a reclusive and stony-faced alien with a gruff manner. He oversees most repairs, haggles over prices with spacers, and appraises Omze of all modifications made to specific starships. It's rumored that Omze keeps a personal record of starship modifications, information that might be sold for profit to bounty hunters or Imperials seeking a particular smuggler or starship.
Type: Jillsarian Technician
DEXTERITY 3D
Blaster 5D, brawling parry 5D, dodge 4D+2
KNOWLEDGE 2D
Business: starships 6D+2, intimidation 4D+2, streetwise 4D,
value: starships 6D
MECHANICAL 2D
Astrogation 3D+2, sensors 4D, space transports 4D+2, starship
shields 4D
PERCEPTION 3D
Bargain 8D+2, search 5D
STRENGTH 4D
Brawling 6D, climbing/jumping 5D+2, lifting 7D, stamina 6D+1
TECHNICAL 4D
Blaster repair 5D, computer programming/repair 6D+2, droid repair 5D+1, first aid 5D, repulsorlift repair 6D+2, security 7D, space transports repair 9D, starfighter repair 8D, starship weapon repair 8D+2
Force Points: 1
Character Points: 7
Move: 10
Equipment: Comlink, 2 heavy blaster pistols (5D), hydrospanner, tool belt, work coveralls
Capsule: Golben is an old and ornery jillsarian who supervises Omze's repair bay. His four brawny arms only enhance his ominous appearance, as he stands just over two meters tall. He stalks around the Incredible Traveling Starport's repair bay discussing repairs, modifications and prices with spacers and overseeing his technicians' work.
Few know of Golben's past or how he came to work for Omze. Some speculate that he worked for the swoop racing pits of Caprioril, then went on to support a swoop gang in the Outer Rim Territories somewhere. Others claim he was chief technician supporting Ne'Chak's Rodian mercenary company before they joined Omze. Golben never speaks of his past, preferring to save his gruff voice for bargaining for spare parts and extra credits to insure good jobs on risky modifications.
Although Golben trains his technicians personally, he often oversees their work first-hand. For important customers or those paying enough credits for custom starship modifications, Golben performs the work himself, using his four arms to effect delicate repairs where few workers can reach and where bracing equipment cannot be brought in. Few are certain if Golben shares his employer's dislike for Humans — if anything, he seems to dislike all beings just the same.